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Although you don't strictly need to resize your depth/stencil buffer, you will need to do so if you want to use it in conjunction with the back buffer render target. This is because the depth/stencil buffer must match the size of the render target. If you are doing deferred rendering, or some other technique that doesn't require a depth buffer bound when ...


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The problem is basically spelled out for you in the error message: Direct3D does not support the use of the R32G32B32_UINT format in a typed UAV. MSDN has a section on supported formats for typed UAVs. R32G32B32_UINT is not on the list.


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To send constant values to shaders without using the effect framework, you create constant buffers and bind them to the pipeline with (for example) VSSetConstantBuffers. For example: // You can of course eschew the structure, but this allows you to stuff more data // into the pipeline with a minimum of fuss; you should generally create constant // buffers ...


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The D3DX 11 library has been discontinued so if you want to use it you will have to download the 2010 SDK and install it. (If paths are not already set up, you will have to set the library and include paths for your project to the folder where the SDK installs (somewhere in Program Files (x86) IIRC). However, if you want functionality similar to that of ...


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SetResourceMinLOD : For Direct3D 11, this functionality is extended from the sampler to the entire resource. Therefore, the application can specify the highest-resolution mip level of a resource that is available for access. This restricts the set of mip levels that are required to be resident in GPU memory, thereby saving memory.


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The DDS file format changed between dx9 and dx10. dx9 had been supporting a lot of new features via kludges, these new features were finally added as full types with the switch to DXGI. What this means is that most existing DDS viewers do not support any of the new texture formats or even files saved from directXtex. (The new semi-open source microsoft ...


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When using the standard Sample method, the automatic MIP level selection is actually quite complex. Assuming standard tri-linear sampling of a 2D texture, two MIP levels are actually sampled. The hardware determines which ones by looking at the texture coordinate arguments of four adjacent pixel shader invocations (referred to as a "quad"), and calculates ...



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